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418 lines
16 KiB
C++
418 lines
16 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF's custom CPlayerResource
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "tf_player.h"
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#include "player_resource.h"
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#include "tf_player_resource.h"
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#include "tf_gamestats.h"
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#include "tf_gamerules.h"
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#include <coordsize.h>
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#include "tf_matchmaking_shared.h"
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#include "tf_mann_vs_machine_stats.h"
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#include "player_vs_environment/tf_population_manager.h"
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#include "tf_gc_server.h"
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#define STATS_SEND_FREQUENCY 1.f
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// Datatable
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IMPLEMENT_SERVERCLASS_ST( CTFPlayerResource, DT_TFPlayerResource )
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SendPropArray3( SENDINFO_ARRAY3( m_iTotalScore ), SendPropInt( SENDINFO_ARRAY( m_iTotalScore ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iMaxHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iMaxBuffedHealth ), SendPropInt( SENDINFO_ARRAY( m_iMaxBuffedHealth ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClass ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClass ), 5, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_bArenaSpectator ), SendPropBool( SENDINFO_ARRAY( m_bArenaSpectator ) ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iActiveDominations ), SendPropInt( SENDINFO_ARRAY( m_iActiveDominations ), 6, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_flNextRespawnTime ), SendPropTime( SENDINFO_ARRAY( m_flNextRespawnTime ) ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iChargeLevel ), SendPropInt( SENDINFO_ARRAY( m_iChargeLevel ), 8, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iDamage ), SendPropInt( SENDINFO_ARRAY( m_iDamage ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iDamageAssist ), SendPropInt( SENDINFO_ARRAY( m_iDamageAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iDamageBoss ), SendPropInt( SENDINFO_ARRAY( m_iDamageBoss ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iHealing ), SendPropInt( SENDINFO_ARRAY( m_iHealing ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iHealingAssist ), SendPropInt( SENDINFO_ARRAY( m_iHealingAssist ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iDamageBlocked ), SendPropInt( SENDINFO_ARRAY( m_iDamageBlocked ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iCurrencyCollected ), SendPropInt( SENDINFO_ARRAY( m_iCurrencyCollected ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iBonusPoints ), SendPropInt( SENDINFO_ARRAY( m_iBonusPoints ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iPlayerLevel ), SendPropInt( SENDINFO_ARRAY( m_iPlayerLevel ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iStreaks ), SendPropInt( SENDINFO_ARRAY( m_iStreaks ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iUpgradeRefundCredits ), SendPropInt( SENDINFO_ARRAY( m_iUpgradeRefundCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iBuybackCredits ), SendPropInt( SENDINFO_ARRAY( m_iBuybackCredits ), -1, SPROP_UNSIGNED | SPROP_VARINT ) ),
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SendPropInt( SENDINFO( m_iPartyLeaderRedTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
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SendPropInt( SENDINFO( m_iPartyLeaderBlueTeamIndex ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
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SendPropInt( SENDINFO( m_iEventTeamStatus ), -1, SPROP_UNSIGNED | SPROP_VARINT ),
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SendPropArray3( SENDINFO_ARRAY3( m_iPlayerClassWhenKilled ), SendPropInt( SENDINFO_ARRAY( m_iPlayerClassWhenKilled ), 5, SPROP_UNSIGNED ) ),
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SendPropArray3( SENDINFO_ARRAY3( m_iConnectionState ), SendPropInt( SENDINFO_ARRAY( m_iConnectionState ), 3, SPROP_UNSIGNED ) ),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( tf_player_manager, CTFPlayerResource );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFPlayerResource::CTFPlayerResource( void )
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{
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ListenForGameEvent( "mvm_wave_complete" );
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m_flNextDamageAndHealingSend = 0.f;
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m_iPartyLeaderRedTeamIndex = 0;
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m_iPartyLeaderBlueTeamIndex = 0;
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m_iEventTeamStatus = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::FireGameEvent( IGameEvent * event )
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{
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const char *pszEvent = event->GetName();
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if ( !Q_strcmp( pszEvent, "mvm_wave_complete" ) )
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{
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// Force a re-send on wave complete
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m_flNextDamageAndHealingSend = 0.f;
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UpdatePlayerData();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::SetPartyLeaderIndex( int iTeam, int iIndex )
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{
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Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
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switch( iTeam )
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{
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case TF_TEAM_RED:
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m_iPartyLeaderRedTeamIndex = iIndex;
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break;
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case TF_TEAM_BLUE:
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m_iPartyLeaderBlueTeamIndex = iIndex;
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break;
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default:
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTFPlayerResource::GetPartyLeaderIndex( int iTeam )
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{
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if ( iTeam == TF_TEAM_RED )
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return m_iPartyLeaderRedTeamIndex;
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else if ( iTeam == TF_TEAM_BLUE )
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return m_iPartyLeaderBlueTeamIndex;
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::UpdatePlayerData( void )
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{
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m_vecRedPlayers.RemoveAll();
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m_vecBluePlayers.RemoveAll();
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m_vecFreeSlots.RemoveAll();
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BaseClass::UpdatePlayerData();
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// check if player is still part of the match
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CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
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if ( pMatch && TFGameRules() )
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{
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for ( int i=0; i<pMatch->GetNumTotalMatchPlayers(); ++i )
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{
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AssertMsg( m_vecFreeSlots.Count() > 0, "There should always be free slots for player to join" );
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CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( i );
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uint32 unAccountID = pData->steamID.GetAccountID();
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int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
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CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers;
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// add players that are not yet connected to the server
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if ( !pData->bDropped && pVecPlayers->Find( unAccountID ) == pVecPlayers->InvalidIndex() && m_vecFreeSlots.Count() > 0 )
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{
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int iIndex = m_vecFreeSlots[0];
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m_vecFreeSlots.Remove( 0 );
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AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
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Init( iIndex );
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m_iAccountID.Set( iIndex, unAccountID );
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m_bValid.Set( iIndex, 1 );
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m_iTeam.Set( iIndex, iTeam );
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m_iConnectionState.Set( iIndex, pData->GetConnectionState() );
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}
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}
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// do we need to set m_bValid on these?
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if ( GTFGCClientSystem()->BLateJoinEligible() )
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{
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int iTeamSize = pMatch->GetCanonicalMatchSize() / 2;
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int iRedWaiting = iTeamSize-m_vecRedPlayers.Count();
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for ( int i=0; i<iRedWaiting && m_vecFreeSlots.Count() > 0; ++i )
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{
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int iIndex = m_vecFreeSlots[0];
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m_vecFreeSlots.Remove( 0 );
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AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
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m_iTeam.Set( iIndex, TF_TEAM_RED );
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m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER );
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}
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int iBlueWaiting = iTeamSize-m_vecBluePlayers.Count();
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for ( int i=0; i<iBlueWaiting && m_vecFreeSlots.Count() > 0; ++i )
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{
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int iIndex = m_vecFreeSlots[0];
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m_vecFreeSlots.Remove( 0 );
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AssertMsg( m_iAccountID[iIndex] == 0, "No account should be assigned to this slot" );
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m_iTeam.Set( iIndex, TF_TEAM_BLUE );
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m_iConnectionState.Set( iIndex, MM_WAITING_FOR_PLAYER );
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}
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}
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}
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if ( gpGlobals->curtime > m_flNextDamageAndHealingSend )
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{
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m_flNextDamageAndHealingSend = gpGlobals->curtime + STATS_SEND_FREQUENCY;
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}
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if ( pMatch && m_iEventTeamStatus != (int)pMatch->m_unEventTeamStatus )
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{
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m_iEventTeamStatus = pMatch->m_unEventTeamStatus;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::UpdateConnectedPlayer( int iIndex, CBasePlayer *pPlayer )
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{
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BaseClass::UpdateConnectedPlayer( iIndex, pPlayer );
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CTFPlayer *pTFPlayer = ToTFPlayer( pPlayer );
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PlayerStats_t *pTFPlayerStats = CTF_GameStats.FindPlayerStats( pTFPlayer );
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if ( pTFPlayerStats )
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{
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// Update accumulated and per-round stats
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localplayerscoring_t *pData = pTFPlayer->m_Shared.GetScoringData();
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pData->UpdateStats( pTFPlayerStats->statsAccumulated, pTFPlayer, false );
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pData = pTFPlayer->m_Shared.GetRoundScoringData();
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pData->UpdateStats( pTFPlayerStats->statsCurrentRound, pTFPlayer, true );
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// Send every STATS_SEND_FREQUENCY (1.f)
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if ( gpGlobals->curtime > m_flNextDamageAndHealingSend )
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{
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m_iDamage.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE] );
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m_iDamageAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_ASSIST] );
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m_iDamageBoss.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BOSS] );
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m_iHealing.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING] );
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m_iHealingAssist.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_HEALING_ASSIST] );
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m_iDamageBlocked.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_DAMAGE_BLOCKED] );
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m_iCurrencyCollected.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_CURRENCY_COLLECTED] );
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m_iBonusPoints.Set( iIndex, pTFPlayerStats->statsCurrentRound.m_iStat[TFSTAT_BONUS_POINTS] );
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m_iPlayerLevel.Set( iIndex, pTFPlayer->GetExperienceLevel() );
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}
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}
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m_iMaxHealth.Set( iIndex, pTFPlayer->GetMaxHealth() );
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// m_iMaxBuffedHealth is misnamed -- it should be m_iMaxHealthForBuffing, but we don't want to change it now due to demos.
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m_iMaxBuffedHealth.Set( iIndex, pTFPlayer->GetMaxHealthForBuffing() );
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m_iPlayerClass.Set( iIndex, pTFPlayer->GetPlayerClass()->GetClassIndex() );
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m_iActiveDominations.Set( iIndex, pTFPlayer->GetNumberofDominations() );
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int iTotalScore = CTFGameRules::CalcPlayerScore( &pTFPlayerStats->statsAccumulated, pTFPlayer );
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if ( m_iTotalScore.Get( iIndex ) != iTotalScore )
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{
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int nDelta = iTotalScore - m_iTotalScore.Get( iIndex );
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if ( TFGameRules()->IsMannVsMachineMode() )
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{
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MannVsMachineStats_PlayerEvent_PointsChanged( pTFPlayer, nDelta );
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}
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else
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{
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// Kill eater points-scored tracking. Increment all equipped items with this kill eater type.
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// We only do this when we're NOT in MvM
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HatAndMiscEconEntities_OnOwnerKillEaterEventNoParter( pTFPlayer, kKillEaterEvent_PointsScored, nDelta );
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}
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}
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m_iTotalScore.Set( iIndex, iTotalScore );
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m_bArenaSpectator.Set( iIndex, pTFPlayer->IsArenaSpectator() );
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if ( TFGameRules()->IsInTournamentMode() )
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{
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float flCharge = pTFPlayer->MedicGetChargeLevel();
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m_iChargeLevel.Set( iIndex, (int)(flCharge * 100) );
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}
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else
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{
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m_iChargeLevel.Set( iIndex, 0 );
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}
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float flRespawnTime = pTFPlayer->IsAlive() ? 0 : TFGameRules()->GetNextRespawnWave( pTFPlayer->GetTeamNumber(), pTFPlayer );
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if ( pTFPlayer->GetRespawnTimeOverride() != -1.f )
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{
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flRespawnTime = pTFPlayer->GetDeathTime() + pTFPlayer->GetRespawnTimeOverride();
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}
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m_flNextRespawnTime.Set( iIndex, flRespawnTime );
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for ( int streak_type = 0; streak_type < CTFPlayerShared::kTFStreak_COUNT; streak_type++ )
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{
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m_iStreaks.Set( iIndex * CTFPlayerShared::kTFStreak_COUNT + streak_type, pTFPlayer->m_Shared.GetStreak( (CTFPlayerShared::ETFStreak)streak_type ) );
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}
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if ( g_pPopulationManager )
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{
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// Only update when we have new data
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int nRespecs = g_pPopulationManager->GetNumRespecsAvailableForPlayer( pTFPlayer );
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m_iUpgradeRefundCredits.Set( iIndex, nRespecs );
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int nBuybacks = g_pPopulationManager->GetNumBuybackCreditsForPlayer( pTFPlayer );
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m_iBuybackCredits.Set( iIndex, nBuybacks );
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}
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CSteamID steamID;
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pTFPlayer->GetSteamID( &steamID );
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int iTeam = pPlayer->GetTeamNumber();
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CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
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if ( pMatch )
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{
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CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID );
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if ( pData )
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{
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iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
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}
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}
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CUtlVector< uint32 >* pVecPlayers = ( iTeam == TF_TEAM_RED ) ? &m_vecRedPlayers : ( ( iTeam == TF_TEAM_BLUE ) ? &m_vecBluePlayers : NULL );
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if ( pVecPlayers )
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{
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if ( pVecPlayers->Find( steamID.GetAccountID() ) == pVecPlayers->InvalidIndex() )
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{
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pVecPlayers->AddToTail( steamID.GetAccountID() );
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}
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}
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m_iConnectionState.Set( iIndex, MM_CONNECTED );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::UpdateDisconnectedPlayer( int iIndex )
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{
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// cache accountID to see if we should preserve this account
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uint32 unAccountID = m_iAccountID[iIndex];
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BaseClass::UpdateDisconnectedPlayer( iIndex );
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// preserve if player is still in part of the match, and still gone
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CMatchInfo *pMatch = GTFGCClientSystem()->GetMatch();
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if ( pMatch )
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{
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CSteamID steamID( unAccountID, GetUniverse(), k_EAccountTypeIndividual );
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if ( steamID.IsValid() )
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{
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CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerBySteamID( steamID );
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CMatchInfo::PlayerMatchData_t *pData = pMatch->GetMatchDataForPlayer( steamID );
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// Skip if they're connected
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if ( pData && ( !pPlayer || !pPlayer->IsConnected() ) )
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{
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if ( !pData->bDropped )
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{
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int iTeam = TFGameRules()->GetGameTeamForGCTeam( pData->eGCTeam );
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m_iConnectionState.Set( iIndex, pData->GetConnectionState() );
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// re-apply the accountID to keep the data
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m_iAccountID.Set( iIndex, unAccountID );
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m_iTeam.Set( iIndex, iTeam );
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m_bValid.Set( iIndex, 1 );
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CUtlVector< uint32 >* pVecPlayers = iTeam == TF_TEAM_RED ? &m_vecRedPlayers : &m_vecBluePlayers;
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pVecPlayers->AddToTail( unAccountID );
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return;
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}
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}
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}
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}
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// free up the slot if we're not preserving it
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m_iConnectionState.Set( iIndex, MM_DISCONNECTED );
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m_vecFreeSlots.AddToTail( iIndex );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::Spawn( void )
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{
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BaseClass::Spawn();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::Init( int iIndex )
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{
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BaseClass::Init( iIndex );
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m_iTotalScore.Set( iIndex, 0 );
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m_iMaxHealth.Set( iIndex, TF_HEALTH_UNDEFINED );
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m_iMaxBuffedHealth.Set( iIndex, TF_HEALTH_UNDEFINED );
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m_iPlayerClass.Set( iIndex, TF_CLASS_UNDEFINED );
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m_iActiveDominations.Set( iIndex, 0 );
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m_iPlayerClassWhenKilled.Set( iIndex, TF_CLASS_UNDEFINED );
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m_iConnectionState.Set( iIndex, MM_DISCONNECTED );
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m_bValid.Set( iIndex, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Gets a value from an array member
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//-----------------------------------------------------------------------------
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int CTFPlayerResource::GetTotalScore( int iIndex )
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{
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Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
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CTFPlayer *pPlayer = (CTFPlayer*)UTIL_PlayerByIndex( iIndex );
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if ( pPlayer && pPlayer->IsConnected() )
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{
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return m_iTotalScore[iIndex];
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}
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return 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFPlayerResource::SetPlayerClassWhenKilled( int iIndex, int iClass )
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{
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Assert( iIndex >= 0 && iIndex <= MAX_PLAYERS );
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m_iPlayerClassWhenKilled.Set( iIndex, iClass );
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}
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